EDIT
By setting the Power of Two mode to “Stretch to Power of Two” avoids needing to do any of the below. Hopefully this still passes validation when the time comes, not my fault if it doesn’t, but I am an amount of percent sure it will be fine.
I made this little guide for fixing stretched textures via the material after padding or stretching them.
This will only work if you don’t already have UV math applied to the texture, if you do, you probably know how to fix it anyway.
Note the imported size vs the in game size in the texture details.

Divide the X axis of the imported size by the X axis of the in game size.
Do the same for the Y axis.
In this case its ;
1172 / 2048 = 0.572265625
70 / 2048 = 0.0341796875
Add a Texture Coordinates node to the material graph and connect it to the UV pin of the texture.
Expand the Tex Coord node and enter the values in the U and V Tiling areas
And you are good to go.

